Arnaud Giret, french photographer / http://arnaudgiret.com
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Video
3delight Linux Install from Lewis Taylor on Vimeo.
How to painlessly install 3dl in Linux to run with houdini. Your life will never be the same after watching this amazing video. Bonus points for OBS making a loud BEEEEEEP when hitting the tab key in a terminal. Piece of shit.
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vimeo
Houdini Procedural Rock - part 1 from Fabricio Chamon on Vimeo.
How to create a fully procedural rock using VOPs and how to "rockify" existing models.I also explain in detail how to deal with (and fix) intersecting geometry.
--------------------------------------------- 00:00 Blocking out the base shape 01:41 Retopo using instant meshes 02:45 Noise level 1 (Flattened areas) 06:08 Dealing with intersections (Smoothing method) 20:41 Dealing with intersections (VDB erode method) 25:21 Noise level 2 (Sedimentary areas) 33:50 Noise level 3 (Spiky noise) 40:18 Reviewing noise parameters to improve rock shape 43:07 Noise level 4 (high frequency details A) 44:56 Noise level 5 (high frequency details B) 46:14 Generating a different rock 48:14 Rockifying existing geometry
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vimeo
Curve from Chris Harkin on Vimeo.
A personal project exploring forms created from a pyro simulation and custom velocities in Houdini. Rendered with Mantra.
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vimeo
CGMK Tutorial - Fractal Minerals ( with HIP file) from CGMonkeyKing on Vimeo.
Second tutorial on the mineral subject, where I go over creating a very simple system to simulate fractal growth to generate a mineral structure.
HIP File: drive.google.com/file/d/1cP1yYiCkMERYDMjAWkCzX6UmYlbr5HWC/view?usp=sharing
You can find the first tutorial here: vimeo.com/304116804
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vimeo
houdiniPill_01. Custom solver from Javier Toledo on Vimeo.
In this first houdini pill we are going to create a very simple solver that will make spheres grow until they hit each other. It's an easy tutorial but some vex and basic houdini knowledge is required.
I hope you like it, more coming soon!
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vimeo
Houdini Ice and Frost from Josh Clos on Vimeo.
Frost and ice growth system originating from collision points of snowflakes. It's delightfully procedural but became somewhat heavy; I'll optimize better next time. Everything was done in Houdini and rendered with Arnold.
The model is a scan of a beautiful sculpture by Georges Gardet called Drame au d茅sert from threedscans.com
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vimeo
Earthquake in Paris - Arch of Triumph destroyed from StepByStepVFX on Vimeo.
I repurposed - again - a shot found on Youtube (youtube.com/watch?v=7m-Ql_zOB6E), around 2:30. The Arch was rebuilt using photogrammetry (RealityCapture) and Maya. It was then decomposed by cubic blocks in Houdini in order to get a more realistic destruction. RBD and Smoke simulations done in Houdini, rendered with Mantra. Surrounding buildings were built using NukeX and Maya. Camera was tracked in PFtrack. Trees were made in Speedtree and instanced in Houdini (packed disk primitives). Cars are very detailed models instanced in Houdini using point instancing. Cleaning of the plate was done in NukeX, as well as the compositing.
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vimeo
FX SHOWREEL 2019 from Fabian Nowak on Vimeo.
Collection of some of my favorite shots across all the shows I had the chance to work on, between 2014 and 2019. (at MPC, and Industrial Light & Magic)
A bit longer than the usual reel format, but this is my last one before leaving London, as I'm heading for a new personal adventure, so I made it last. :)
I am glad that I had the opportunity to create my own flying cameras, build all different layers and assemble them all together to make these funny breakdown shots. It was always a great reward for me after each crunch time at the end of these big shows to have a bit of fun with all the material we created.
This job is freaking awesome ! \m/
music : "Never Good Bye" - Max Richter - Hostiles OST (2017)
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SideFX Houdini - Fun with VEX - Sine&Cosine - shattering procedural geo from illusionistix on Vimeo.
Hey, thanks for your interest! This one is about creating lots of geo (in very little time) - and shattering it! If you have any questions - just leave a comment :) Come join me on Patreon while it麓s still cheap: patreon.com/illusionistix thanks in advance!
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vimeo
Introducing the Arnold GPU Public Beta from Arnold on Vimeo.
The wait is over. Arnold 5.3 offers artists a first taste of Arnold GPU with a public beta version, giving you the flexibility to switch seamlessly between CPU or GPU rendering, for a set number of features. From real-time look development to interactive lighting, Arnold GPU helps bring speed and power to user workflows, leading to shorter iterations cycles and reviews.
Arnold 5.3 with Arnold GPU in public beta will be available for download on March 20, 2019 as of 3pm ET. Arnold GPU will be available in all supported plug-ins for Autodesk Maya, Autodesk 3ds Max, Houdini, Cinema 4D, and Katana. You will also be able to try Arnold GPU with a free 30-day trial of Arnold: arnoldrenderer.com/tryarnold
Special thanks to the following for their contribution to this video: Sohrab Esfehani, Dus虒an Kovic虂, Chad Ashley, Lee Griggs, Mads Dr酶schler, Slava Sych, and Mike Wile.
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vimeo
[TUTORIAL] Game Tools | AliceVision from Paul Ambrosiussen on Vimeo.
DOWNLOAD AND SUPPORT: sidefx.com/tutorials/alicevision-plugin/
AliceVision is a Photogrammetric Computer Vision Framework which provides a 3D Reconstruction and Camera Tracking algorithms. It has been made available as a plugin Houdini through the GameDevelopmentToolset.
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Game Development Toolset: Houdini @ GDC 2019 from SideFX Houdini on Vimeo.
A quick summary of just a few of the Houdini Game Development Tools recently developed at SideFX. GDTs are designed to make Houdini workflows faster and easier - so you can focus on your content development. And even though they're called Game Development Tools, many artists outside of that field find them super useful too!
More info on the GameDev Toolset here: sidefx.co/2HnmLME
Included in this video are:
1) GameRes - reduce meshes to game-friendly resolution 2) Instant Meshes - convert triangulated mesh to quad mesh 3) Mesh Tiler - create seamless tile-able geometry 4) Flow Map - Flowmap from curve input - Change obstacle count - Change flowmap strength 5) Physics Painter - paint physics objects onto any other object 6) RBD Director - easily control geometry fracture behaviour 7) Detail Mesh - Project detailed mesh onto template geometry 8) MapBox - import satellite data to a Houdini heightfield
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vimeo
The VFX School week-1 from arnaud giret on Vimeo.
An experiment from the first submission exercise at The VFX School.
Creating an attribute "vee" that selects a range of the +Y velocity of an animated map or animated vop noise. Then generate particles from the points of "vee" with inherited velocity + random vel in +Y. For each pt particles add a random pscale dupplicate it and add @P.y += @v; merge the pts and add a polywire. / add an emissive shader to those. Render/.
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vimeo
Desfronterizate Breakdown VFX Smoke from MIX Training on Vimeo.
A project my friend Luis Montemayor and I did, we had to replace on set smoke, the plates had smoke, Luis did and AMAZING Deep comp work to get the smoke I created in the plate, amazing comp. We had to MATCH Butch Locsin's smoke bombs which actually did a few of the other spots on set, so it was great to see our smoke against he's and it works great, super happy with the results we got, Enjoy!
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vimeo
Building the orientation matrix for local rotation from olivier jeannel on Vimeo.
Sorry the phone rang at the end of the video.
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vimeo
METRO Exodus from Platige Image on Vimeo.
Director & Writer: Tomek Suwalski CG Supervisor: Hubert Zegard艂o Art. Director: Karol Klonowski聽 Executive Producer: Piotr Prokop Producer: Daria Zienowicz Department Coordinator: Tomasz Wr贸bel, Karolina Koszewska Production Coordinators: Piotr Gochnio ,Marcin Kurowski, Justyna O艂tarzewska, Klaudia Sordyl Animation Production Manager: Marina Borokhova
Concept Artist,Maciej R臋bisz, Micha艂 Niewiara, Jakub Jab艂o艅ski, Maciej Drabik, Mateusz O藕mi艅ski, Damian Bajowski Lead Character Artist: Szymon Kaszuba Technical Character Lead,Sebastian Lautsch Character Artists,Maciej Zatwarnicki, Klaudiusz Weso艂owski, Amelia Baj,Agnieszka Strz臋p, Izabela Pozna艅ska, Alexandru Halcescu Lead Asset Look Dev: Piotr Orli艅ski Asset Look Dev Artists: Piotr Nowacki, Filip Adamiak, Sebastian Deredas,呕aneta Szabat, Patrycja Doma艅ska, Bartosz Skrzypiec Lead Set Dressing Artist: Arkadiusz Piwiec Set Dressing Artists, Micha艂 Rudkowski, Robert Kudera, Przemys艂aw Sacharczuk, Mariusz Zastawny, Nauzet Martin Naranjo, Pawe艂 Adamajtis, Tomasz Ku艣, Damian Drabik ,Micha艂 Witek Lead Layout Artist: Dominik Wawrzyniak Layout Artists: Micha艂 Kaleniecki, Janek Sojka, Grzegorz Mazur, Marta Wi艣niewska Lead Animation Artist: B艂a偶ej Andrzejewski Animation Artists,Olga Szablewicz-Pisuk, Krzysztof Fali艅ski, Bartosz Jerczy艅ski, Patryk Latos, Andrzej Ellert Lead Character TD: Bart艂omiej Przybylski Character TD: Olga Bie艅ko, Robert Chrzanowski, Mateusz Matejczyk, Rafael Vitoratti聽 Hair Groomer,Miros艂aw P膮czkowski, Marcin K艂usek Lead Character FX Artists, Kacper 呕uli艅ski ,Bartosz Mira艣,Oleksandr Gorodyskyi Lead FX Artist,Micha艂 Firek FX Artists,Rafa艂 Rumi艅ski, Dominik Dziubalski , Agata Cichosz, Filip Tarczewski, Micha艂 Gr膮dziel, Igor Zanic Look Dev Artists: Mateusz Sroka, Pawe艂 Szklarski Lead Lighting Artist,Przemek Patyk Lighting Artists,Micha艂 Pancerz, Micha艂 Witek, Piotr Orli艅ski, Pawe艂 Szkarski Matte Paint Artists,Maciej Biniek, Adam Tr臋dowski, Maciej Drabik Lead Compositing Artist: Karol Klonowski聽 Compositing Artist,艁ukasz Przybytek, Mateusz W臋glarz, Dmytro Kolisnyk, Witold P艂u偶a艅ski, Adam Ros艂anowski, Jakub Petruk, Set Dressing/ Lighting/ Rendering/ Compositing: Seweryn Czarnecki, Andrzej Przydatek,Tomasz Przydatek Additional Set Dressing,艁ukasz Gdaniec, 艁ukasz Walichnowski, 艁ukasz 艢wierczy艅ski ,Micha艂 Ma艂yska, Waldemar Tabaka, Krzysztof Rusinek,Rafa艂 Waniek Additional Animators,Ildkio Czipa, Nora Kiss, Barbara Agocs,Bea Ujj Animation Supervisor: Csaba Baros Technical Director: Szabolcs Sinka Additional Face Animators,David Barton,Nicole Mustoe,Katya Owu Grading: Piotr Sasim Finishing Artists: Piotr Popielawski
Music: Alexey Omelchuk Sound: Platige Image Sound Design: Wojciech Cho艂a艣ci艅ski Sound Producer: Sabina Paj膮k-Macia艣
Data Wrangler: Micha艂 W艂asiuk Audio/Video Technique: Maciej 呕ak Storyboard: Andrzej Grzechnik Treatment Layout: Szymon Kuczmierczyk Translator: Jan Szel膮giewicz CTO: Tomasz聽Kruszona Lead Pipeline TD: Jaros艂aw Zawi艣li艅ski Pipeline TD,艁ukasz D膮ba艂a ,Witold Duraj, Adrian Krupa, Tomasz Kurga, Maksim Kuzubov, Sergii Nazarenko Lead Render Wrangler,Rafa艂 W贸jcikowski Render Wranglers: Kamil Boryczko,艁ukasz Derda,Marcin J贸藕wiak ,Piotr Szczepaniak Head of IT: Piotr Getka IT: Jakub D膮browski, Krzysztof Konig, Marcin Maciejewski,艁ukasz Olewniczak
Motion Capture Producer: Justyna O艂tarzewska Motion Capture Production Assistant: Dorota Woropaj Motion Capture TD: Grzegorz Mazur Motion Capture Junior TD: Aleskander Szymku膰,Dawid Wieczorek Motion Capture Camera: Dominik Wawrzyniak
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Flip Fluid compare+breakdown from Berika Lobzhanidze on Vimeo.
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